Republic vs. Separatist Fleet

PSW: discuss Star Wars without "versus" arguments.

Moderator: Vympel

Post Reply
User avatar
l33telboi
Padawan Learner
Posts: 310
Joined: 2005-08-06 07:06am
Location: Next to Ph4tman

Republic vs. Separatist Fleet

Post by l33telboi »

I was thinking of implementing a Republic vs. Separatist space battle in an upcoming chapter of my fanfic. Much like the one we see in RotS. The problem is that i'm not really sure of how effective the ships will be against each other.

I was thinking of having 12 Republic Attack Cruisers (Venator-class) go up against a compliment of 24 Munificent-class Frigates, 7 Recusant-class Destroyers and 4 Trade Federation Battleships.

The Separatists are meant to be overwhelming, and the only objective the Repblic has is escape. Is this Separatist force a little too overwhelming? Or perhaps not overwhelming enough seeing as how the Venators are probably much more powerfull then any of the Seps ships.

Also a note on the escape. I've read about interdictor fields and i though i'd employ them as a plot device for the Republic fleet not beeing able to flee immedietly. Plausible?

Do you think this will work? Or is there something wrong with fleet sizes etc?

PS: Is the flak gun like fire we see in RotS the point defence lasers described in the SW databank?
Jim Raynor
Sith Devotee
Posts: 2922
Joined: 2002-07-11 04:42am

Re: Republic vs. Separatist Fleet

Post by Jim Raynor »

l33telboi wrote:I was thinking of having 12 Republic Attack Cruisers (Venator-class) go up against a compliment of 24 Munificent-class Frigates, 7 Recusant-class Destroyers and 4 Trade Federation Battleships.

The Separatists are meant to be overwhelming, and the only objective the Repblic has is escape. Is this Separatist force a little too overwhelming? Or perhaps not overwhelming enough seeing as how the Venators are probably much more powerfull then any of the Seps ships.
Max reactor output according to the ROTS ICS (in tons of fuel consumed per second):

Venator - 40,000
Munificent - 2,300
Recusant - 8,600

Since SW weapons and shields draw energy from a ship's reactor, the reactor output can be used to approximate fighting ability. Therefore, a Venator could probably take 40/8.6 = 4.65 Recusants, which is consistent with the ICS's statement that it takes 4-6 Recusants to outgun a Venator.

The Munificents are weird though, because of their ungodly huge main turbolasers, which are capable of piercing the shields of 10 km wide battlestations (which means they could obviously kill Venators in single shots). However, it would take their reactors a long time to generate all that energy. It all depends on how charged up their main cannons are when the battle starts. If their cannons are charged, then the fight is almost instantly over. If not, then the Munificents aren't that tough.

I don't know if any stats exist for the Trade Fed Battleships, but the ROTS ICS says that it would take flotillas of Venators to knock out the shields of a battleship. Therefore, this Separatist fleet is way too big for this Republic fleet to take on. The battleships alone could probably absorb more damage than the Venators could dish out.
"They're not triangular, but they are more or less blade-shaped"- Thrawn McEwok on the shape of Bakura destroyers

"Lovely. It's known as impugning character regarding statement of professional qualifications' in the legal world"- Karen Traviss, crying libel because I said that no soldier she interviewed would claim that he can take on billion-to-one odds

"I've already laid out rules for this thread that we're not going to make these evidential demands"- Dark Moose on supporting your claims
Grandmaster Jogurt
Jedi Council Member
Posts: 1725
Joined: 2004-12-16 04:01am

Post by Grandmaster Jogurt »

IIRC, someone here calced the Lucrehulks as being roughly equivalent to 13 Venators. So yeah, they alone would most likely outmatch the Republican fleet you have here.

The one problem I have with the current setup is the proportions of the Seperatist fleet. At Coruscant, there were literally thousands of Munificent, Recusant, and Providence-class vessels, but only a "few dozen" Lucrehulks (from the RotS:ICS). I would either massively up the number of the smaller Seperatist capital ships (especially the destroyers, as they seem to be more line ships than the comm-heavy Munificents) or reduce the number of Lucrehulks. If you want the battle to truly be overwhelming, I'd suggest the former. It also aids you in that it's easier to explain the difficulty of escape when there's a large number of capital ships clogging the way.
User avatar
NRS Guardian
Jedi Knight
Posts: 531
Joined: 2004-09-11 09:11pm
Location: Colorado

Post by NRS Guardian »

There are three versions of the Lukrehulk: the basic battleship or war freighter(basically a carrier), the droid control ship(command carrier), and the ROTS refit which turns the Lukrehulk into a true warship(battleship). The Lukrehulks that can take on 13 Venators are the war refit, which I like to call the Lukrehulk Mk.II, seen in ROTS.
A good mix would be say 36 Recs, about 6 Muns with main guns uncharged, and 2 Lukrehulk-IIs. The Recs and Muns could handle about 8 Vens with the Lukrehulks handling the other 4.
Edit: The Vens could probably make an escape if they can get get to hyper before the Muns charge their guns.
"It is not necessary to hope in order to persevere."
-William of Nassau, Prince of Orange

Economic Left/Right: 0.88
Social Libertarian/Authoritarian: 2.10
User avatar
Archon
Padawan Learner
Posts: 368
Joined: 2005-12-05 11:03pm
Location: Sailing the Seven Seas of Rhye

Post by Archon »

The effectiveness of the Munificents would be close to neutralized if the Venator's closed to minimum range, would they not?

NOTE: This is assuming that the Muns main guns can only fire forward.
In Omnia Paratus.
Image
Peace. Order. Good government.
User avatar
Cykeisme
Jedi Council Member
Posts: 2416
Joined: 2004-12-25 01:47pm
Contact:

Post by Cykeisme »

The Munificient's heaviest guns are indeed fixed foward. They seemed to be attached rigidly to their superstructure; perhaps it's the only way such a small ship can handle various aspects of such large guns, such as recoil, supplying the guns with power, and the difficulty of mounting them (sheer size).

Anyway if Karen Traviss' three million clone number holds true, Clone-crewed Republic ships would be outnumbered by CIS ships just as badly in space, haha.


How do tractor beams affect hyperspace escape attempts? I can imagine they play a very large part in making capital ship combat less easy to flee; I'd even guess that's probably the primary purpose for capships mounting so many tractor beams.
"..history has shown the best defense against heavy cavalry are pikemen, so aircraft should mount lances on their noses and fly in tight squares to fend off bombers". - RedImperator

"ha ha, raping puppies is FUN!" - Johonebesus

"It would just be Unicron with pew pew instead of nom nom". - Vendetta, explaining his justified disinterest in the idea of the movie Allspark affecting the Death Star
User avatar
l33telboi
Padawan Learner
Posts: 310
Joined: 2005-08-06 07:06am
Location: Next to Ph4tman

Post by l33telboi »

Cykeisme wrote: How do tractor beams affect hyperspace escape attempts? I can imagine they play a very large part in making capital ship combat less easy to flee; I'd even guess that's probably the primary purpose for capships mounting so many tractor beams.
This would mean that the CIS ships would have to get in really close to the Republic ships, wouldn't it? I'm not an expert on tractors but it would seem from the opening scene in ANH that the blockade runner gets tractored succesfully first after it's been hit a couple of times (Although it doesn't escape into hyperspace either, interesting).

In any case i could probably just invent some kind of plot device to fix this, ie sabotage aboard a large number of ships or the like.

The problem with the Munificents is that since the whole scenario revolves around an ambush, it wouldn't be all that plausible for them to not have their main weapons charged as they jump in. So i'm thinking it might be best to just skip them.

In any case, thanks for all the helpful info.
User avatar
AK_Jedi
Padawan Learner
Posts: 441
Joined: 2005-12-14 11:26pm
Location: the middle of nowhere

Post by AK_Jedi »

Cykeisme wrote:How do tractor beams affect hyperspace escape attempts? I can imagine they play a very large part in making capital ship combat less easy to flee; I'd even guess that's probably the primary purpose for capships mounting so many tractor beams.
In virtually all the EU examples I can think of, a tractor beam locked on will prevent a hyperspace jump. At least it will if the victim is significantly smaller/less powerful than the capturer. I don't think there are any examples of cap ship vs. cap ship tractor beam fighting apart from ANH opening.

The Tantive IV was pretty close to the planet as well, so that may be why it didn't hyper away.
Why does he keep looking at you in the same way a starving man looks at a packet of peanuts?
It's because he can't wait to get the wrapper off and taste the salty goodness! --Kryten, Red Dwarf

Understanding is a very loaded word. --Dr. Paul
evangelion1
Redshirt
Posts: 29
Joined: 2006-01-23 05:15am

Post by evangelion1 »

or maybe its hyperdrive was damaged by the star destroyer preventing it from entering hyperspace
User avatar
NRS Guardian
Jedi Knight
Posts: 531
Joined: 2004-09-11 09:11pm
Location: Colorado

Post by NRS Guardian »

l33telboi wrote: This would mean that the CIS ships would have to get in really close to the Republic ships, wouldn't it? I'm not an expert on tractors but it would seem from the opening scene in ANH that the blockade runner gets tractored succesfully first after it's been hit a couple of times (Although it doesn't escape into hyperspace either, interesting).

In any case i could probably just invent some kind of plot device to fix this, ie sabotage aboard a large number of ships or the like.

The problem with the Munificents is that since the whole scenario revolves around an ambush, it wouldn't be all that plausible for them to not have their main weapons charged as they jump in. So i'm thinking it might be best to just skip them.

In any case, thanks for all the helpful info.
You wouldn't have to totally get rid of Muns just have 2 or 3. Nothing like having a sixth or a quarter of your force dying in the first moments of battle to inspire a little panic. Plus it would allow you to get away with having fewer Recs and Lukrehulks.
"It is not necessary to hope in order to persevere."
-William of Nassau, Prince of Orange

Economic Left/Right: 0.88
Social Libertarian/Authoritarian: 2.10
Post Reply